[hlds_linux] Left 4 Dead 2 - this session is no longer available
Hey, So a bunch of folks in my community have been getting this message when trying to join lobbies or even active games. The chat in lobbies is also *really* lagged. This has been happening for over a week now and is getting annoying to the point we've had to abort the odd game because people just couldn't join. Anyone else seeing this? The forums seem to have lots of folks complaining about this. Is Valve ignoring this issue? It certainly feels like it. Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
On 29 Dec 2011, at 14:21, Chris Boot wrote: On 29/12/2011 14:17, Peter Reinhold wrote: On 29.12.2011 15:00, Chris Boot wrote: I know the settings have taken as I can verify them on the console, and the servers appear on the menu screen and are therefore associated with my steamgroup. Just out of curiosity, have you done anything other than changing server.cfg? (for instance, registering the server, not sure if you can do that with L4D2s) Our servers have worked like you ask for a long time, but the last 14 days or so, have not seen any traffic at all. I'm not aware that you _can_ register L4D2 servers - not with Valve anyway. I just started them up and within minutes started seeing players arriving, as I would expect. It's stopping them arriving now I don't want them that seems especially troublesome... Well I think I have now resolved this. Basically, I had to quit my servers for a few hours, and when they started back up I stopped getting non-group-members in them. So, when changing sv_steamgroup_exclusive, shut down your servers for an hour or two before starting them back up. HTH, Chris -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] L4D2 and sv_steamgroup_exclusive
Hi folks, I remember posting about this ages ago but never really got a response. I've just set up some brand new L4D2 servers on a brand new server, and the issue came up again. Basically, I started the servers up without an sv_steamgroup set and without sv_steamgroup_exclusive, and let them run public games for a few days in order to get things tested. Once I was happy that things were working, I set both an sv_steamgroup, sv_steamgroup_exclusive 1, and a custom sv_search_key. I put those settings in server.cfg and restarted the servers. I know the settings have taken as I can verify them on the console, and the servers appear on the menu screen and are therefore associated with my steamgroup. I did this several days ago and am still seeing the L4D2 matchmaking sending non-group-members to my servers on a regular basis, and the servers are staying full almost all the time. What can I do to stop the general matchmaking traffic and make these servers truly group exclusive as they should be? I do _not_ want to set an sv_password. HTH, Chris -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 and sv_steamgroup_exclusive
On 29/12/2011 14:17, Peter Reinhold wrote: On 29.12.2011 15:00, Chris Boot wrote: I know the settings have taken as I can verify them on the console, and the servers appear on the menu screen and are therefore associated with my steamgroup. Just out of curiosity, have you done anything other than changing server.cfg? (for instance, registering the server, not sure if you can do that with L4D2s) Our servers have worked like you ask for a long time, but the last 14 days or so, have not seen any traffic at all. I'm not aware that you _can_ register L4D2 servers - not with Valve anyway. I just started them up and within minutes started seeing players arriving, as I would expect. It's stopping them arriving now I don't want them that seems especially troublesome... Chris -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Australian Christmas Update
Hey, this is Valve we're talking about. The Christmas update will happen in the new year. :-) Chris On 15/12/2011 10:17, Emil Larsson wrote: Sometimes they give a rough estimate on when on the day when we can expect the update. Usually just the hour before or so though. :) On Thu, Dec 15, 2011 at 4:39 AM, John Marburybarreltr...@gmail.com wrote: You must be new here. On Wed, Dec 14, 2011 at 10:33 PM, E3pOe...@wmclan.net wrote: http://www.teamfortress.com/australianchristmas2011/ ETA ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Loosing connection to steam servers on and off.
Hi, Yep, the whole of Steam seems to have gone titsup. Way to go Valve! :-/ Don't get me wrong, I love Steam and I love Valve. Just these 'episodes' are far too frequent and far too prolonged for a system like this. Chris On 14/12/2011 20:32, E3pO wrote: CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 0.52 0.00 0.003885066.610379 show_server_reputation show_server_reputation The server reputation is already being requested. Server reputation request failed with error 16 ! show_server_reputation Server reputation request failed with error 16 ! show_server_reputation Connection to Steam servers lost. Server reputation request failed with error 3 ! status hostname: xxx version : 1.1.8.8/21 4769 secure udp/ip : 192.168.1.6:27016 (public ip: 184.17.237.86) account : logged in map : ctf_2fort at: 0 x, 0 y, 0 z replay : not recording players : 1 (25 max) # userid nameuniqueidconnected ping loss state adr # 2 replayBOT active rcon from 65.18.168.31:49892: command status rcon from 65.18.168.31:49892: command sv_visiblemaxplayers = -1 - Overrides the max players reported to prospective clients rcon from 65.18.168.31:49892: command sv_visiblemaxplayers Connection to Steam servers successful. Public IP is 184.17.237.86. VAC secure mode is activated. Current item schema is up-to-date with version 93B3330A. Received auth challenge; signing into gameserver account... L 12/14/2011 - 15:28:40: Received auth challenge; signing into gameserver account... CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 1.55 0.00 0.003890068.950379 *Connection to Steam servers lost.* show_server_reputation Server reputation request failed with error 3 ! Connection to Steam servers successful. Public IP is 184.17.237.86. VAC secure mode is activated. Current item schema is up-to-date with version 93B3330A. Received auth challenge; signing into gameserver account... L 12/14/2011 - 15:31:09: Received auth challenge; signing into gameserver account... Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast L 12/14/2011 - 15:31:15: Game server authentication: SUCCESS! Standing: Good. Trend: Downward Fast *Connection to Steam servers lost.* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Clean Replay Files
On 09/10/2011 04:31, Dwight Hopkins wrote: I run a cron job every day at midnight: *cd public_html/tf2/tf/replays find -mtime +7 -exec rm {} \;* This will delete all files in the replay folder older than 7 days. Obviously change the path to whatever your own path is and adjust the time to your liking. I'm a linux noob though, so there may be a more efficient way to do it. Slightly more efficient: find public_html/tf2/tf/replays -mtime +7 -print0 | xargs -0 rm HTH, Chris -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Clean Replay Files
On 09/10/2011 11:52, Ulrich Block wrote: Am 09.10.2011 12:09, schrieb Chris Boot: On 09/10/2011 04:31, Dwight Hopkins wrote: I run a cron job every day at midnight: *cd public_html/tf2/tf/replays find -mtime +7 -exec rm {} \;* This will delete all files in the replay folder older than 7 days. Obviously change the path to whatever your own path is and adjust the time to your liking. I'm a linux noob though, so there may be a more efficient way to do it. Slightly more efficient: find public_html/tf2/tf/replays -mtime +7 -print0 | xargs -0 rm HTH, Chris Or even faster case it does not spawn rm for every file: find public_html/tf2/tf/replays -mindepth 1 -mtime +7 -delete Ooh, -delete is new to me. Thanks! Chris -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 Linux Crash - Illegal Instruction
On 17 Sep 2011, at 01:07, Brian Menges wrote: Not fixed for me unfortunately... fresh install just now: Cannot access memory at address 0xb7780658 Cannot access memory at address 0xbfe4a39c Cannot access memory at address 0xb7780658 Your problem isn't an Illegal Instruction but something else. -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Attn: Whiners
Hi, Blizzard can make P2P work for WoW and Starcraft 2, why couldn't anyone else? AIUI their downloaders use both P2P (BitTorrent) and HTTP download simultaneously so even folks who are on crappy shaped connections can download the updates, but for those for whom P2P works well things go a lot quicker. I think this would be a great idea, particularly if more folks could become content servers as well - I'd be happy to run a rate-limited content server to help out with updates for example. Chris On 16/07/2011 09:34, Steven Hartland wrote: P2P is crap from sysadmin point of view, and even worse from a high speed perspective on anything more than a single user to line case. 90% of connections are async with much less bandwidth up than they have done meaning p2p causes serious issues. Sounds like the proposed solution has been well thought out with none of the pitfalls of p2p rubbish and I look forward to it :) Regards Steve - Original Message - From: Carl aidsf...@gmail.com A P2P system would propagate the updates faster. I'd surrender some of my bandwidth if everyone else did too. This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] IPv6 - Bumped
Chris, In many circles, mentioning NAT in the same sentence as IPv6 is tantamount to heresy. Yes, NAT64 and NAT46 are possible, I can't see why you'd consider something like that in relation to a game server. NAT66 is not permitted by the standards and I hope nobody ever implements it. The whole point of IPv6 is to have more than enough addresses to give each device, or server in your case, its own IP address. You could even give each instance of your game servers its own IPv6 and run them all on the standard port. Generally the guidelines for allocation suggest a /48 per end-user, to be subdivided into up to 65536 subnets of 2^64 addresses. With so many addresses available virtual hosting becomes unnecessary and each site can have its own IP. This is not a waste and is by design. I assume you suggested NAT64 as a means to IPv6-enable a service that doesn't natively support IPv6. While this is possible, to me it doesn't make sense on a game server as the client doesn't do IPv6 either, so you'd need a NAT46 on the client side as well. What's the point if they can talk IPv4 with each other? Chris On 25/04/2011 22:47, Christoffer Pedersen wrote: Im thinking of NAT here.. Would it be possible to run srcds on ipv6 if you had a NAT device which would in fact transform the ipv4 packets to ipv6? Im having about 4 physical mchines in a colo center, that runs a lot of gameservers behind my firewall. Wouldn't my change to ipv6 only be to put on an address on the outside NAT interface? /Chris Sent from my iPhone 4 Den 25/04/2011 kl. 22.21 skrev Max Piersonnmaxpier...@gmail.com: Hi Saint, I agree, there's hardly any demand from the user market at the moment even here in the states. However, I think we're all aware that sometimes big companies drag their feet on things like this, but I do have to applaud Valve/Steam for getting OSX running natively. Sounds like they at least listen to the community somewhat. So hopefully we'll at least see some announcement soon about it. Kinda hoping they would have a beta out by then so folks that run clusters can test v6 on IPV6 day in June, but I guess we'll have to wait and see unless someone from Valve is watching and would be kind enough to share some info with the community : -- m On Sun, Apr 24, 2011 at 11:06 PM, Saint K.sai...@specialattack.net wrote: We're also IPv6 native, although the IPv6 penetration for end users in Europe is nowhere yet so I don't really see the point yet on having IPv6 enabled for the gameservers. It is however interesting to know what VALVe's views are on implementing IPv6 support in steam. Saint K. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Max Pierson Sent: 24 April 2011 20:00 To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] IPv6 - Bumped Hi *, As I just joined the list, this is my first post, so don't shun me just yet :)I saw an earlier thread (in Jan) in the archives about mention that some folks were looking for any timeline or any info on HLDS that can speak v6. It didn't look like it went very far, so i'm resurrecting it :) I have a /48 at one of my colo facilities that we're testing at the moment. (No tunneling, native v6 BGP feeds from leading v6 providers). It would be awesome to get a few threads of Source running v6. Anyone out there from Steam/Valve or with some insider info care to comment on any plans for HLDS on v6?? Are there any plans in the works?? I have a huge testbed solely for this project and am pretty excited about moving forward, but after doing some research, I can't find much on this subject at all. Anyone else in this boat?? All of my servers are already speaking v6, so now I just need the binaries to comply ;) And if i'm missing some info, clue bats are welcome if someone has links to info that I may have missed. Otherwise, this might be a perfect time for an online Get to v6 guys!! petition. I see WoW is already there, so Blizzard is at least on the move. Hopefully others including our baby (for most of us at least) will see that the demand is there, albeit a small minority that knows what 128-bits of Hex looks like and has access to it :) Sorry if this was a bit OT, but TIA, -- m ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlds_linux] srcds_run startscript
On 13/01/2011 16:17, Florian Zschocke wrote: On Thu, Jan 13, 2011 at 12:00 PM, Ulrich Blockulbl...@gmx.de wrote: Could someone at valve add something like cd $(dirname $0) at the start of the script to make it more userfriendly? Don't give them ideas. A cd is usually not that friendly as you find yourself in another directory after running the script. I would suggest a pushd/popd instead. Florian, That's not correct, as the launcher script runs in a subshell - when it exits you return to the parent shell whose cwd hasn't changed. It's a good quick and dirty fix for the problem. Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead dedicated server always crashes on the sacrifice map change from 1 to 2
Hey, Yep, same here. Something clearly very buggy in srcds as that error is glibc (the system's C library) detecting memory corruption of some sort going on. In fact I tried running it under valgrind to see if I could spot what was going on, but I gave up looking after over 10 errors and a segfault. What seems to fix it for me is to set the following environment variable - basically disabling glibc's memory checks: export MALLOC_CHECK_=0 We can but hope that one day Valve will fix their engine. Cheers, Chris On 9 Oct 2010, at 21:38, Joonas Lehtolahti wrote: I just tried and the same happened; crash right after trying to exec server.cfg when loading the second map of The Sacrifice campaign. Although in my case the crash cause was different, but originating from the same function in tier0: *** glibc detected *** ./srcds_i486: double free or corruption (!prev): 0x093aa308 *** === Backtrace: = /lib32/libc.so.6(+0x6c231)[0xf7618231] /lib32/libc.so.6(+0x6dab8)[0xf7619ab8] /lib32/libc.so.6(cfree+0x6d)[0xf761cb9d] bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x20)[0xf75648a4] (might be just different libc version handling free() differently causing the crashing point to be different) Also there were some anomalies in the game itself. When there was supposed to be tank fight by releasing the train door, there was only a horde of infected, but no tank. When I tried to open the second door, it wouldn't let me with message Exterminate the tank!... WHAT TANK? Well, after the horde was eliminated to the last zombie, the game let the door to be opened. Another weird thing was that after the pile of bricks there were no infected at all. No specials or even common infected; the train station was quite empty and so an easy run to the safe room, after which we had the server crash. I also had those few harmless-looking error messages on loading the first map, btw. There was also this: Connection to Steam servers successful. VAC secure mode is activated. NextBot tickrate changed from 0 (0.000ms) to 3 (0.100ms) Scene '.vcd' missing! Entity 202 (class 'infected') reported ENTITY_CHANGE_NONE but 'm_clientLookatTarget' changed. Waiting for an update to fix this... On Sat, 09 Oct 2010 15:23:46 +0300, ics i...@ics-base.net wrote: As the topic says, when the sacrifice campaign changes from map 1 to map 2, the dedicated server always crashes. With plugins and without any plugins. I already mentioned this couple of days ago but nothing has happened since. There was an invisible L4D update today but even after that the crash occurs. Can you please fix this? Every other campaign is fine and servers run ok. Only The Sacrifice causes the crashes. There are 3 basic errors which are seen on map 1 load. Perhaps these lead to crash while loadint the 2nd map? Left 4 Dead 2 version and servers are fine. Only Left 4 Dead 1 is the problem. I get these on server console at map 1 load when players connect through the lobby. *** glibc detected *** ./srcds_i486: free(): invalid next size (fast): 0x0b93ba60 *** === Backtrace: = /lib/i686/cmov/libc.so.6[0xf7d9b1d4] /lib/i686/cmov/libc.so.6(cfree+0x96)[0xf7d9d186] bin/tier0_i486.so(_ZN12CStdMemAlloc4FreeEPv+0x20)[0xf7ce48a4] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 / Left 4 Dead updates released
Yep, Once again I'm set aghast in amazement how well Valve have handled the updates. They are showing little evidence of having learned a thing about how to deploy such large updates despite having been burned several times on previous occasions. Not only can I not get my servers updated but most of the members of my steam group are completely unable to get the update. Thoroughly unimpressed. Chris On 05/10/2010 18:54, Jonah Hirsch wrote: FYI, The Sacrifice updates have been released for both L4D and L4D2. Content servers are grinding to a halt, so good luck getting your servers updated right now. :P --- Jonah Hirsch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Linux Distribution and Kernel
On 31/08/2010 16:00, Ben Mendis wrote: On Tue, Aug 31, 2010 at 4:46 AM, Craig Hrobolea...@gmail.com wrote: In actual response to the original question, Ubuntu is fine, I find it a lot easier to use than a lot of other distributions. As for your question about x86 or x64, if your box can run the 64-bit version there really isn't much of a reason not to. There really isn't much of a reason to run x64 either. An x86 kernel with PAE can address all the RAM your motherboard can support anyways. Also, HLDS is only x86, so it's not going to take advantage of x64 anyways. PAE forces the kernel to jump through hoops to access memory, whereas x64 does not - this can waste valuable CPU cycles if you actually want to use the extra memory. While srcds is indeed 32-bit only, if you launch more than one instance of srcds then the kernel can easily fit the whole process memory spaces in the TLB without having to fiddle around with cache/TLB misses and flushes. I'd go do far as to recommend running an x64 kernel even if you desperately want a 32-bit userspace, there's no reason not to. Debian makes this particularly simple, and thus so does Ubuntu. I run 12+ instances of various source dedicated servers (L4D, L4D2 and TF2) on my server with a stock 64-bit Debian kernel, and it runs great. HTH, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 updates
All, The MOTD thing was a pain in the beginning, before I found motdfile and hostfile and now all is well. But the main thing that gets is the autoupdate mechanism JUST DOESN'T WORK. The server sits there saying it'll quit for update at the next map change, except nobody can connect to it to change the map when it's out of date. So it never updates. Valve - can we get that sorted at least? Cheers, Chris On 31/07/2010 03:50, Ben Mendis wrote: On Fri, Jul 30, 2010 at 8:14 PM, tom nikitopoulosscrewtop...@gmail.comwrote: Guys like me who sell produce for a living. Speaking as a four-year veteran of Trader Joe's, that's really no excuse at all. Admit it, replacing of the motd file every update makes no doggone sense. Which is why you use 'motdfile custom_motd.txt' in your server.cfg instead of fighting with the updater. It all just boils down to learning how to properly use the tools at your disposal. Don't blame the Valve developers for your own incompetence. There is already plenty of things we can legitimately blame on them. On Fri, Jul 30, 2010 at 7:06 PM, Ben Mendisdragonwis...@gmail.com wrote: What kind of system administrators don't know how to set-up a cron job? On Fri, Jul 30, 2010 at 7:40 PM, icsi...@ics-base.net wrote: Milton here on this list from Valve has previously stated that they run around 40 instances per machine. Overall there are somewhat 2500-3000 servers total from Valve to L4D/L4D2. -ics 31.7.2010 2:36, tom nikitopoulos kirjoitti: Does Valve run their own servers? Off their machines on their own ip's just wondering On Fri, Jul 30, 2010 at 6:25 PM, Steven Hartland kill...@multiplay.co.uk wrote: While I don't agree we the tone, I do agree with the sentiment as my email the other day pointed out. The release schedule, lack their off, poor timing Friday Evening ( the biggest peek play time ) and no notification is really beginning to grind. C'mon guys, we want the updates but work with us here to help provide a quality service to your customers please! Regards Steve - Original Message - From: Saint K. sai...@specialattack.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, July 30, 2010 11:12 PM Subject: [hlds_linux] L4D2 updates Are doin my fkin head in. I've been very patient, but seriously, what the fuck is up with the weekly, and sometimes twice a week. I really can't be arsed anymore to host l4d2 due to this cycle. I've taken down all normal l4d2 servers, and just kept 2 10vs10 servers, which are on the same you can fuck off in a corner nomination list. Friday evening primetime each bloody week updates. Fucking hell who came up with this crap? //end of rant ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences,
Re: [hlds_linux] auto update servers
On 26/07/2010 22:01, Katrina Payne wrote: As while it is a British Equivalent to Braun Don't you mean Brown? Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] How to Disable or Permanently Set System Clock Frequency
Hi, Or even simper: export RDTSC_FREQUENCY='2659.00' You can put that inside whatever script starts your servers, or just run it on the command-line before you start the server. HTH, Chris On 07/02/2010 08:03, David Banham wrote: The following should do the trick: RDTSC_FREQUENCY='disabled';export RDTSC_FREQUENCY Obviously replace disabled with your frequency. This can be placed in .bash_profile in your home directory to have it done on startup. On 7 February 2010 12:11, Gene Hardestygeneharde...@gmail.com wrote: do you use a shell script to run it? if so, you should be able to use export to set RDTSC_FREQUENCY to that number if you have shell access, go ahead and type man export to get the man page (I don't know all the stuff of the top of my head) On Sat, Feb 6, 2010 at 4:51 PM, Nathan D.nathan...@cox.net wrote: When starting a server, a benchmark runs each time to determine the system clock frequency. I have attempted to disable this by adding -RDTSC_FREQUENCY 2659.00 to the command line but this did not work. I've tried various other command line options but none worked. What is the correct way to set this permanently? I assume I'd want to set this to the actual system clock rather than just disable it. Here is the actual message given when starting a server: /Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2659.00 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'./ Thanks in advance, -Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TeamSpeak 3 Server
Hi, My first guess is you're running 32-bit Linux on your server, not 64-bit, and the binary you have is 64-bit. Send us the output of 'uname -a' so that we can tell if you're not sure. HTH, Chris On 19/12/2009 18:08, Schlup wrote: Has anybody successfully setup a TeamSpeak 3 server on Linux yet? I'm having troubles getting the binary to run. I am trying to setup a TS3 server on my dedi box. I have downloaded, unzipped, set permissions, etc. But when I go to install and execute the binary file I get the following error. Command './ts3server_linux_amd64' failed with return code 126 and error message -bash: line 12: ./ts3server_linux_amd64: cannot execute binary file. Please advise on how to resolve this issue if anybody has any ideas. Thanks! Schlup ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TeamSpeak 3 Server
Hi, Yep, the i686 i686 i386 means you're running 32 bit Linux. If you were running 64-bit you'd see x86_64. Chris On 19/12/2009 18:21, Schlup wrote: Linux 2.6.18-164.el5PAE #1 SMP Thu Sep 3 04:10:44 EDT 2009 i686 i686 i386 GNU/Linux -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot Sent: Saturday, December 19, 2009 12:16 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TeamSpeak 3 Server Hi, My first guess is you're running 32-bit Linux on your server, not 64-bit, and the binary you have is 64-bit. Send us the output of 'uname -a' so that we can tell if you're not sure. HTH, Chris On 19/12/2009 18:08, Schlup wrote: Has anybody successfully setup a TeamSpeak 3 server on Linux yet? I'm having troubles getting the binary to run. I am trying to setup a TS3 server on my dedi box. I have downloaded, unzipped, set permissions, etc. But when I go to install and execute the binary file I get the following error. Command './ts3server_linux_amd64' failed with return code 126 and error message -bash: line 12: ./ts3server_linux_amd64: cannot execute binary file. Please advise on how to resolve this issue if anybody has any ideas. Thanks! Schlup ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Steam Group and Search_Key F's up servers (L4D2)
Stephan, As far as I can tell, setting sv_search_key is the only reliable way of preventing random people joining your server. Setting the steam group and exclusivity never really did that job for me. I bet if you remove the sv_search_key but keep the group ID in your config your server will fill up pretty quickly. That may make it more difficult for people to use your server specifically, but if it's full of random people that's likely to be your main concern! Chris On 26/11/2009 09:17, Stephan Botha wrote: Hi guys, I don't know if you guys have experienced this, but I have a problem. Once I add the Steam Group ID to my server.cfg list or a search_key, my servers get dropped from the masterlist. Meaning, they stay empty. Nobody ever connects to the server. I didn't set the steam group exclusive cvar it's still publically accessible. Once I reinstall the server to default settings, it doesn't take a full minute before almost all my servers are filled with players. Has this happened to anyone else? I would like to have my servers show up in the Steam Group Server list in the main menu for our members but also have it available for the general public. Also, Not all of the servers show up in the list as well. Stephan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 Multicore server support
F0rkz, Linux will mostly evenly spread running processes around processors as it requires, indeed. This applies to forks, threads, and completely separate processes as long as you don't fiddle with the processor affinity. I can't see why a multithreaded game server would be much use, especially considering a game server instance only uses a fractional part of a CPU core these days - as you may have seen people are running 64 L4D forks on dual quad cores without much issue. HTH, Chris f0rkz wrote: Does anyone know if muti-threading/multi-core servers is on the horizon? I know we can pile l4d servers on a server all day long, but when it comes to TF we have to be particularly careful for CPU load. Also, does linux natively distribute processes between cores when it launches new processes? mpstat always shows cpu usage spread evenly with TF running, which is kind of confusing. Any information would help. Regards, -f0rkz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Update Released
Jason, What I'd really like to know is when achievements will be fixed. It appears most of the members in my Steam group have their achievements regularly wiped off Steam Community (though they remain in game) and we have to earn them all over again almost on a daily basis. It's a bit demoralising when you get some of the more challenging ones like Guardin' Gnome or Bridge Burner... Cheers, Chris Jason Ruymen wrote: A required update for Left 4 Dead 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: - Fixed performance problem when rendering lots of decals, notably when fighting tanks with shotguns - Fixed rcon response not working on Linux dedicated servers - Fixed matchmaking problem matching into Advanced and Expert games - Fix bug that would cause other specials to try to pummel a player a Charger disconnects or reconnects - Fixed versus mode results panel being cut off in transition stats screen in non-english - Found games: fixed non-player entries drawing the wrong type of icon in the selected item name label - Game mode selector on main menu now takes keyboard input Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 forks locking up waiting for console input.
Nick, I can confirm what you report. I was seeing strange behaviour from my forks last night and after reading your post I just pressed enter on my L4D2 server console. I got the following: Bad command S args Child 5 exited with status 0 Child 6 exited with status 0 Child 3 exited with status 0 Child 2 exited with status 0 Child 4 exited with status 0 Child 0 exited with status 0 Child 1 exited with status 0 [snip] The forks then restarted and seem fine now... Thanks for the tip! Chris On 19 Nov 2009, at 03:09, Nick Turner wrote: Seeing some serious weirdness with the L4D2 SRCDS in forked mode. I'm running several hundred L4D2 forks across multiple CentOS 5 machines. Several times now I've noticed all forks on a server dying, and I think I've figured out why. In L4D, you couldn't issue any commands on the forked server console - you only saw output. You can telnet to the base port and broadcast commands to all servers though. In L4D2 can you actually type commands on the server console. You don't get character echo, but if you type status enter it works just like you were telnetting in. I just noticed all the locked up servers appeared to have some invisible text waiting on the console that hadn't been enter'd . It looks like the server processes all stop until any input on the console is completely entered. In my case, I'd left an 'a' on the console when switching screens.All forks stopped, I went back to the console and pressed enter a couple of times . It told me 'a' was an unknown command then all the forks resumed executing. I've tested this multiple times on a very high traffic server. Processing stops the instant I type any text and resumes as soon as I press enter. If you hold off pressing enter long enough the forks will die and players will drop off. #28:SLEĆGE: ridin with the tank #13:*Harbost: omg i hate being capped - Here is where I typed asdasdasdasd on console - [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. Adding master server 72.165.61.151:27012 Adding master server 68.142.72.250:27011 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. Adding master server 72.165.61.151:27013 Adding master server 72.165.61.136:27014 [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. Adding master server 69.28.140.246:27011 Adding master server 72.165.61.136:27011 Adding master server 72.165.61.136:27014 Adding master server 72.165.61.136:27013 here is where I pressed enter nearly a minute later Bad command asdasdasdasd args Child 7 exited with status 0 Child 18 exited with status 0 Child 27 exited with status 0 Child 14 exited with status 0 Those 4 forks died and restarted. Console output of players chatting indicated threads which were still up had glitched and had issues too. Oh and this works if you just press backspace on any empty console input buffer too. Thread execution will pause until you press enter. Anyone else seen this happening? All our OS installs are nearly identical - only minor differences in kernel version, so it may be CentOS related. -wob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 Server.cfg
Hi, I'll hasten to add, that previous email was no joke and actually a perfectly valid server.cfg for L4D2. A blank file will work just fine. Chris Nicholas Hastings wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D2 demo server spew in master console
Chris, What I think would be handy is if it was off by default, but you could run a command on the master netconsole to en/disable it that tools can use. Also, when I run my dedicated servers (forked) I'm still getting the children crashing a lot on startup but then settling down, and I also don't see my commands echoed to the console. As in I can type 'broadcast foo bar' but that never shows up, only its output. I have to type blind, which is rather error-prone. Cheers, Chris On 30 Oct 2009, at 22:50, Chris Green wrote: For tools, I think its useful to be able to see the unified spew via a connected console, but I can also see how it could be really annoying if you're trying to interact with that console. I can add an option. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Friday, October 30, 2009 2:39 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 demo server spew in master console The master console I'm referring to is the master netconsole. This definitely doesn't happen in L4D1, and I don't think it ever did, but it may have at one point long ago. On my L4D1 server, the unified spew (great phrasing, by the way) only appears in the screen session that srcds is running in. The spew from each individual child process shows up in that child's netconsole. On my L4D2 server, each child process's spew shows up in its own netconsole, but the unified spew shows up in both the master netconsole and the screen session. It makes the master console very difficult to use because there's a ton of output flying by when the servers are busy. - Dave Chris Green wrote: hmmm.. I thought it always did that. Maybe it only sent that unified spew to netconsoles before? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Friday, October 30, 2009 1:37 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 demo server spew in master console I run srcds in a screen session, and the output in the master console is exactly the same as the output I see when I attach to the screen. - Dave David A. Parker wrote: Yes. The lines are all prefixed with #01:, #02:, etc. - Dave Chris Green wrote: Do the spew that shows up in the master console have an indicator in front of it showing which child process sent it? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of David A. Parker Sent: Friday, October 30, 2009 12:54 PM To: Half-Life dedicated Linux server mailing list Subject: [hlds_linux] L4D2 demo server spew in master console Hello, I now have players on my L4D2 forks, but I'm also getting the console spew from all child processes in the master console. I don't think this happened before the last update, and I'm pretty sure it has never happened in L4D1. Is this a bug? Thanks, Dave -- Dave Parker Utica College Integrated Information Technology Services (315) 792-3229 Registered Linux User #408177 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available
David, I'm using the stock Lenny kernel: Linux yuna 2.6.26-2-amd64 #1 SMP Wed Aug 19 22:33:18 UTC 2009 x86_64 GNU/Linux My system is completely up-to-date. Besides, surely kernel features should never cause a crash in userland unless userland is doing something very wrong... What I see is like this: bo...@yuna l4d2 $ ./demo_dir1_run.sh Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. # #Console initialized. ***VPK: FastFindFile Attempting to use full path with VPK file! File: /srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt #***VPK: FastFindFile Attempting to use full path with VPK file! File: /srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt #Game.dll loaded for Left 4 Dead 2 Demo Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 18 #01:Unknown command mat_bloom_scalefactor_scalar #02:Unknown command mat_bloom_scalefactor_scalar #03:Unknown command mat_bloom_scalefactor_scalar #01: Host_NewGame #04:Unknown command mat_bloom_scalefactor_scalar #02: Host_NewGame #03: Host_NewGame #04: Host_NewGame Child 0 aborted with signal 11 #01:Unknown command mat_bloom_scalefactor_scalar #01:KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file scripts/population.txt Child 1 aborted with signal 11 #02:Unknown command mat_bloom_scalefactor_scalar #02: Host_NewGame #04:Host_NewGame on map c5m1_waterfront #03:Host_NewGame on map c5m1_waterfront Child 0 aborted with signal 11 #01:Unknown command mat_bloom_scalefactor_scalar #01:Network: IP 87.117.228.64, mode MP, dedicated Yes, ports 27015 SV / 0 CL #01:Network console: IP 87.117.228.64 port 9001 #01: Host_NewGame Notice all the Child N aborted with signal 11 messages? Thanks, Chris David A. Parker wrote: Hi Chris, Just wanted to let you know that I'm running a server with 6 forks on 64-bit Debian Lenny and I am not seeing this problem. All six forks stay up and there is no core dumping going on. My first guess would be that your problem is related to your kernel configuration, such as high resolution timers, dynamic ticks, etc. Is your Lenny installation up to date? Are you using a custom kernel? - Dave Chris Boot wrote: Hi, Hmm, after more testing I can't seem to run any number of forks properly, with children core dumping regularly when I use a forked server... A non-forked server seems to run just fine. Anyone else have this problem? I'm using a 64-bit Debian Lenny server (HP DL140 G3). Can I run several instances out of the same install directory without using forks? E.g. running several different servers on different ports all out of the same directory? Cheers, Chris Chris Boot wrote: Hi, I'm trying to run a forked server with 10 child processes, but if I try and fork more than 2 children all the children crash out with a core dump. Any ideas? My command-line is like this: ./srcds_run \ -console \ -game left4dead2 \ -debug \ -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \ -fork 3 \ -netconport 90## -netconpassword snip \ +ip snip +hostport 27014+## \ +map c5m1_waterfront My server.cfg is like this: hostname snip rcon_password snip sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact bo...@l4dprc.org sv_downloadurl sv_lan 0 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup snip sv_steamgroup_exclusive 1 Many thanks, Chris Jason Ruymen wrote: As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] sv_steamgroup_exclusive not working
Hi, I'm just running some L4D2 demo servers for my steam group and I've noticed them filling up very quickly with non-members, despite having been set with sv_steamgroup_exclusive = 1. Can someone from Valve please clarify why this is happening? I also noticed this a lot just after Crash Course was released for L4D1, though it seemed to calm down after a little while. This is preventing my group members from using our exclusive servers to play the demo amongst friends, so this is quite a major issue for me. Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available
Dave, The core dumps are mostly useless, I can't get gdb to load the symbols at all and it just complains about invalid addresses. My kernel logs a stream of messages when I start the server though, for example: Oct 29 14:03:12 yuna kernel: [4204278.388117] srcds_linux[4377]: segfault at 297c2e7f ip f63862f0 sp fff3e500 error 4 in vphysics_linux.so[f61a5000+47e000] Oct 29 14:03:12 yuna kernel: [4204278.443767] srcds_linux[4368]: segfault at 990a160 ip f63a87c0 sp fff3e600 error 4 srcds_linux[4373]: segfault at c19bb84b ip f6138011 sp fff3e410 error 4 in datacache_linux.so[f60dc000+bb000] Oct 29 14:03:12 yuna kernel: [4204278.461375] srcds_linux[4371]: segfault at 6acad9d4 ip f613803d sp fff3e410 error 4 in datacache_linux.so[f60dc000+bb000] Oct 29 14:03:12 yuna kernel: [4204278.461375] srcds_linux[4370]: segfault at 67b066c ip f647e7bb sp fff3e6d0 error 4 in vphysics_linux.so[f61a5000+47e000] Oct 29 14:03:12 yuna kernel: [4204278.491647] srcds_linux[4378]: segfault at c324482e ip f6138069 sp fff3e410 error 4 in vphysics_linux.so[f61a5000+47e000] Oct 29 14:03:12 yuna kernel: [4204278.526002] srcds_linux[4380]: segfault at 5ecb65a2 ip f6138011 sp fff3e410 error 4 in datacache_linux.so[f60dc000+bb000] Oct 29 14:03:12 yuna kernel: [4204278.567814] srcds_linux[4381]: segfault at fcfd4e48 ip f63a8730 sp fff3e600 error 4 in vphysics_linux.so[f61a5000+47e000] srcds_linux[4379]: segfault at 1e39205f ip f647ea22 sp fff3e710 error 4 in vphysics_linux.so[f61a5000+47e000] Oct 29 14:03:12 yuna kernel: [4204278.751870] srcds_linux[4395]: segfault at c9750ad7 ip f63862f0 sp fff3e500 error 4 in vphysics_linux.so[f61a5000+47e000] However, I've noticed that the crashed child processes restart immediately and seem to stay up, I now have 9/10 forks on my server full of players so they are clearly working (much to my consternation, see my sv_steamgroup_exclusive post). Very strange. Cheers, Chris David A. Parker wrote: Signal 11 is a segmentation fault, so it looks like the child processes are trying to perform some sort of memory access at an illegal address. I'm afraid I'm at a loss as to why this would be happening. Do the core dumps show anything odd? - Dave Chris Boot wrote: David, I'm using the stock Lenny kernel: Linux yuna 2.6.26-2-amd64 #1 SMP Wed Aug 19 22:33:18 UTC 2009 x86_64 GNU/Linux My system is completely up-to-date. Besides, surely kernel features should never cause a crash in userland unless userland is doing something very wrong... What I see is like this: bo...@yuna l4d2 $ ./demo_dir1_run.sh Auto detecting CPU Using SSE2 Optimised binary. Server will auto-restart if there is a crash. # #Console initialized. ***VPK: FastFindFile Attempting to use full path with VPK file! File: /srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt #***VPK: FastFindFile Attempting to use full path with VPK file! File: /srv/steam/l4d2/demo_dir1/left4dead2_demo/left4dead2/addonlist.txt #Game.dll loaded for Left 4 Dead 2 Demo Server is hibernating ConVarRef test_progression_loop doesn't point to an existing ConVar Game supporting (2) split screen players maxplayers set to 18 #01:Unknown command mat_bloom_scalefactor_scalar #02:Unknown command mat_bloom_scalefactor_scalar #03:Unknown command mat_bloom_scalefactor_scalar #01: Host_NewGame #04:Unknown command mat_bloom_scalefactor_scalar #02: Host_NewGame #03: Host_NewGame #04: Host_NewGame Child 0 aborted with signal 11 #01:Unknown command mat_bloom_scalefactor_scalar #01:KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file scripts/population.txt Child 1 aborted with signal 11 #02:Unknown command mat_bloom_scalefactor_scalar #02: Host_NewGame #04:Host_NewGame on map c5m1_waterfront #03:Host_NewGame on map c5m1_waterfront Child 0 aborted with signal 11 #01:Unknown command mat_bloom_scalefactor_scalar #01:Network: IP 87.117.228.64, mode MP, dedicated Yes, ports 27015 SV / 0 CL #01:Network console: IP 87.117.228.64 port 9001 #01: Host_NewGame Notice all the Child N aborted with signal 11 messages? Thanks, Chris David A. Parker wrote: Hi Chris, Just wanted to let you know that I'm running a server with 6 forks on 64-bit Debian Lenny and I am not seeing this problem. All six forks stay up and there is no core dumping going on. My first guess would be that your problem is related to your kernel configuration, such as high resolution timers, dynamic ticks, etc. Is your Lenny installation up to date? Are you using a custom kernel? - Dave Chris Boot wrote: Hi, Hmm, after more testing I can't seem to run any number of forks properly, with children core dumping regularly when I use a forked server... A non-forked server seems to run just fine. Anyone else have this problem? I'm using a 64-bit Debian Lenny server (HP DL140 G3). Can I
Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available
Hi, I'm trying to run a forked server with 10 child processes, but if I try and fork more than 2 children all the children crash out with a core dump. Any ideas? My command-line is like this: ./srcds_run \ -console \ -game left4dead2 \ -debug \ -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \ -fork 3 \ -netconport 90## -netconpassword snip \ +ip snip +hostport 27014+## \ +map c5m1_waterfront My server.cfg is like this: hostname snip rcon_password snip sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact bo...@l4dprc.org sv_downloadurl sv_lan 0 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup snip sv_steamgroup_exclusive 1 Many thanks, Chris Jason Ruymen wrote: As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available
Hi, Hmm, after more testing I can't seem to run any number of forks properly, with children core dumping regularly when I use a forked server... A non-forked server seems to run just fine. Anyone else have this problem? I'm using a 64-bit Debian Lenny server (HP DL140 G3). Can I run several instances out of the same install directory without using forks? E.g. running several different servers on different ports all out of the same directory? Cheers, Chris Chris Boot wrote: Hi, I'm trying to run a forked server with 10 child processes, but if I try and fork more than 2 children all the children crash out with a core dump. Any ideas? My command-line is like this: ./srcds_run \ -console \ -game left4dead2 \ -debug \ -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \ -fork 3 \ -netconport 90## -netconpassword snip \ +ip snip +hostport 27014+## \ +map c5m1_waterfront My server.cfg is like this: hostname snip rcon_password snip sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact bo...@l4dprc.org sv_downloadurl sv_lan 0 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup snip sv_steamgroup_exclusive 1 Many thanks, Chris Jason Ruymen wrote: As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available
Milton, Brilliant! That's welcome news. Any idea why the forked mode might be crashing, though? Chris Milton Ngan wrote: Yes you can. This is basically what the forked mode is doing with all the ## expansion. I have two wrapper scripts that I use to do this sort of thing. The first just loops through the count launching the helper script with the number and action. The second then substitutes in the $NUM into the command line. To make the launching faster, I set the RDTSC_FREQUENCY environment variable so each instance doesn't have to run the calibration step. These are just snippets from the init scripts that should give you some idea of what to do. = if [ $ACTION == start -o $ACTION == restart ] then cd $SRCDS_ROOT #RDTSC_FREQUENCY=disabled RDTSC_FREQUENCY=`$SRCDS_ROOT/srcds_run -game left4dead2 +quit | perl -n -e 'print $1 if (/FREQUENCY to (\d+)/);'` export RDTSC_FREQUENCY fi for NUM in `seq 1 $SRCDS_COUNT` do $HELPERSCRIPTNAME $NUM $ACTION RETVAL=$? if [ $RETVAL != 0 ] then exit $RETVAL fi done = MAP=c1m1_hotel NETCONPORT=$(($NUM - 1 + 9000)) STEAMPORT=$(($NUM - 1 + 27000)) CFG=`printf server/server%02d.cfg $NUM` srcds_run -game left4dead2 +map $MAP +exec $CFG \ -netconport $NETCONPORT \ -netconpassword password \ -steamport $STEAMPORT = -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Boot Sent: Wednesday, October 28, 2009 10:15 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Left 4 Dead 2 Demo Dedicated Server Available Hi, Hmm, after more testing I can't seem to run any number of forks properly, with children core dumping regularly when I use a forked server... A non-forked server seems to run just fine. Anyone else have this problem? I'm using a 64-bit Debian Lenny server (HP DL140 G3). Can I run several instances out of the same install directory without using forks? E.g. running several different servers on different ports all out of the same directory? Cheers, Chris Chris Boot wrote: Hi, I'm trying to run a forked server with 10 child processes, but if I try and fork more than 2 children all the children crash out with a core dump. Any ideas? My command-line is like this: ./srcds_run \ -console \ -game left4dead2 \ -debug \ -pidfile /srv/steam/l4d2/demo_dir1/left4dead2_demo/srcds.pid \ -fork 3 \ -netconport 90## -netconpassword snip \ +ip snip +hostport 27014+## \ +map c5m1_waterfront My server.cfg is like this: hostname snip rcon_password snip sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact bo...@l4dprc.org sv_downloadurl sv_lan 0 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup snip sv_steamgroup_exclusive 1 Many thanks, Chris Jason Ruymen wrote: As you've already seen, the dedicated server files for the Left 4 Dead 2 Demo are now available. The game name is left4dead2_demo. We're still doing some final checks for the client, but that should be going live soon. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D - At my wits end with these crashes
Russell, Are you using HLstatsX:CE or similar? If so, it's not the logging causing the problem - it's the rcon commands that HLstatsX runs on mapchange. This isn't HLstatsX's fault per se but an engine bug triggered by HLstatsX's eagerness to get commands in as soon as possible. Re-enable logging but disable rcon commands in HLstatsX and the crashes will stop. You'll still log all the important stuff, especially with SuperLogs installed, you just won't get regular FPS, uptime and ping reporting for players. HTH, Chris On 16 Oct 2009, at 22:49, Russell Jones wrote: You sir, are a genius. I just recalled that you told me to try this last night, gave it a shot, and it worked like a charm. Logging was causing the servers to segfault! How strange! Thank you very much for this tip, I would have never tried turning logging off if you hadn't suggested this. Shane Arnold wrote: +1 Basic rules of troubleshooting an application, remove all plugins and addons (like renaming the addons folder). Re-enable SM and MM:S but no other plugins. If it doesn't crash, enable one plugin at a time until it does. You will find the culprit that way (likely a dodgy plugin). Also, I have had heaps of crashes and segfaults caused by logging being on for some reason. Try turning off logging and see if that helps. Ook wrote: - Original Message - From: k k...@old.school.nz To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Thursday, October 15, 2009 9:21 PM Subject: Re: [hlds_linux] L4D - At my wits end with these crashes The only thing that seems to stop the segfaults is if I rename the addons folder and have nothing loading at all. That makes no sense, so I am hoping someone here has an idea on how to fix this. Makes perfect sense to me. The software works as intended on it's own and does not with MetaMod SourceMod. Last time I checked this list was for support of Half-Life dedicated Linux server, not MetaMod SourceMod. What the hell is wrong with people? The last time I checked, this list was for support of HLDS/SRCDS and all the screwball things we do to them. This is a community of admins helping other admins, not some elitist do it my way or go cry somewhere else list for the chosen few... Remove sourcemod and see if server runs with just metamod. There are 19 plugins loaded. Remove them. See if the server runs. If it does, add them back one at a time and see which one crashes the server. If it still crashes - wipe your directories, do a clean install of srcds, metamod, sourcemod. Start over again. many many people do what you do with...I almost said no problems hahaha...but it works for them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D forks crashing, no debug log?
Jonah, Yes, I've seen crashes with L4D and HLstatsX:CE. The cause of this is the regular rcon commands that HLstatsX:CE sends to the game servers, particularly when levels are being loaded. If you disable rcon commands in your HLstatsX:CE install, the crashes will vanish. As to why these simple rcon commands crash L4D I have no idea. I also have no idea why people (Valve included) deny there is a problem with L4D in this respect. Chris On 12 Oct 2009, at 23:14, Jonah Hirsch wrote: Startline:./srcds_run -game left4dead -ip serveriphere +maxplayers 18 +map l4d_hospital01_apartment +exec server##.cfg -port 270## +motdfile motd##.txt -fork 25 -debug I've tried -verify_all, but I'm not sure if it's working or not. IIRC, it should list every file it's checking with a percentage, but it seems to act like it does if the flag is not there. I'm hosting this through a GSP, so I'd have to ask them. FYI: I disabled my HLStatsX:CE daemon (which the servers were logging to), and I've only experience two crashes since start up (compared with approx. 1 per lobby connection before). That might have been the culprit. Not sure why, though. Jonah Hirsch --- Sent from Flagstaff, Arizona, United States On Mon, Oct 12, 2009 at 2:01 PM, ics i...@ics-base.net wrote: What is your startline? Did you run the install with -verify_all option? Is your server ok, has new'ish glibc etc? -ics Jonah Hirsch kirjoitti: I'm having a rather disturbing problem with my L4D server right now. Currently, I'm running NO addons on the server. It's a plain vanilla L4D server right now. On startup, I get many of these types of messages: Child 5 aborted with signal 11 Child wrote a core dump Debug mode is enabled, I get core dumps, but no debug.log is generated. I even tried a clean install, no luck. It still crashes on startup and when clients join (although it comes right back up, and is playable, just not on the settings set by the lobby). What's going on? Jonah Hirsch --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D forks crashing, no debug log?
Jonah, Oh, and the reason you don't get crash.log even though you have core dumps is because of forks. A single fork crashes and creates the core dump, but the process that generates the debug.log runs from the script that runs the whole server process. Thus you'll only get debug.log if the whole server process dies, not just a fork within it. Chris On 13 Oct 2009, at 12:57, Chris Boot wrote: Jonah, Yes, I've seen crashes with L4D and HLstatsX:CE. The cause of this is the regular rcon commands that HLstatsX:CE sends to the game servers, particularly when levels are being loaded. If you disable rcon commands in your HLstatsX:CE install, the crashes will vanish. As to why these simple rcon commands crash L4D I have no idea. I also have no idea why people (Valve included) deny there is a problem with L4D in this respect. Chris On 12 Oct 2009, at 23:14, Jonah Hirsch wrote: Startline:./srcds_run -game left4dead -ip serveriphere +maxplayers 18 +map l4d_hospital01_apartment +exec server##.cfg -port 270## +motdfile motd##.txt -fork 25 -debug I've tried -verify_all, but I'm not sure if it's working or not. IIRC, it should list every file it's checking with a percentage, but it seems to act like it does if the flag is not there. I'm hosting this through a GSP, so I'd have to ask them. FYI: I disabled my HLStatsX:CE daemon (which the servers were logging to), and I've only experience two crashes since start up (compared with approx. 1 per lobby connection before). That might have been the culprit. Not sure why, though. Jonah Hirsch --- Sent from Flagstaff, Arizona, United States On Mon, Oct 12, 2009 at 2:01 PM, ics i...@ics-base.net wrote: What is your startline? Did you run the install with -verify_all option? Is your server ok, has new'ish glibc etc? -ics Jonah Hirsch kirjoitti: I'm having a rather disturbing problem with my L4D server right now. Currently, I'm running NO addons on the server. It's a plain vanilla L4D server right now. On startup, I get many of these types of messages: Child 5 aborted with signal 11 Child wrote a core dump Debug mode is enabled, I get core dumps, but no debug.log is generated. I even tried a clean install, no luck. It still crashes on startup and when clients join (although it comes right back up, and is playable, just not on the settings set by the lobby). What's going on? Jonah Hirsch --- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Available
Hi, How about the rcon crash that I've been experiencing with HLstatsX:CE? Still trying to update... I bet your servers are getting a hammering! Chris On 29 Sep 2009, at 20:09, Milton Ngan wrote: This update should also include the fix for the defunct processes -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Tuesday, September 29, 2009 11:00 AM To: 'hlds_linux@list.valvesoftware.com'; 'h...@list.valvesoftware.com'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Left 4 Dead Update Available A required update for Left 4 Dead has been released. Please run hldsupdatetool to receive the update. The specific changes include: - A new campaign, Crash Course, is now available for play in Campaign, Versus and Survival modes - In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs and other items will now be identical for the second round of a chapter - Matchmaking has had several improvements to make finding and joining games even faster - Ten all new Crash Course achievements have been added Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead srcds_i486 server crash
All, Any news about this at all? My users would really like to be able to use HLstats to track their achievements on my servers, and currently I have to keep it disabled due to this. Any thoughts? Thanks, Chris Chris Boot wrote: Shane, I have some more developments. I found a way to easily reproduce the bug, and it happens in vanilla Left 4 Dead (no mods or maps installed) with a little help from the hlstats.pl daemon. To reproduce: - Install HLstatsX Community Edition -- Setup the database -- Setup the web service -- Add the L4D server to its database -- Start the daemon - Install a vanilla L4D server and use the startup options and configs below - Join the server - I used a campaign lobby with ms_force_dedicated_server ip:port - Change maps, a lot. I used the following on the server's console to almost guarantee a crash: changelevel credits;wait 450;changelevel l4d_airport01_greenhouse;wait 450;changelevel l4d_airport02_offices;wait 450;changelevel l4d_airport03_garage;wait 450;changelevel l4d_airport04_terminal;wait 450;changelevel l4d_airport05_runway What I think happens is when the level loads the logging messages tell the hlstats daemon that a new level has started, which then connects using rcon and launches a series of commands, including 'status' and 'hlx_sm_psay' (ignored by rcon without the plugin installed). I suspect there's a race condition in there somewhere, since this sometimes will cause srcds to crash. I hope this helps! Chris On 12 Sep 2009, at 20:20, Shane Arnold wrote: And before you reply back saying but it's logging because it only happens when it's enabled run a vanilla with logging enabled as it seems this is the only combination you didn't try. Ronny Schedel wrote: Turn off all plugins, check which plugin causes this and then go to the plugin forum, not here. All, Apologies for the long post, but I've been ripping my hair out over this for some time... I currently run 3 Left 4 Dead instances on a colocated server running Debian Lenny x86_64 with all the latest updates installed. The L4D servers all have the following installed: MetaMod:Source 1.7.1 SourceMod 1.2.3 SourceBans 1.4.4 HLstatsX CE Ingame Plugin 1.6.0 L4DSwitchPlayers 1.3 I run them with the following command-line arguments: -console \ -game left4dead \ -debug \ -pidfile /srv/steam/dir1/l4d/srcds.pid \ +ip ip +hostport 27015 \ +log on \ +logaddress_add ip:27500 The server.cfg looks like this: hostname server name rcon_password password sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact email sv_downloadurl sv_lan 0 sv_region 255 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup group id sv_steamgroup_exclusive 1 The crashes started when I installed HLstatsX:CE, which requires the SourceMod plugin, a perl daemon that connects to the servers, and the log on and logaddress_add parameters. Over the past week I've done the following: Removed the HLstatsX:CE plugin - still crashed Installed Left 4 Dead from scratch, using the above configuration (no plugins, vanilla) - still crashed Installed all the plugins from scratch on above vanilla L4D - still crashed of course Removed log on and logaddress_add from parameters (but kept plugin installed and daemon running) - did not crash So it appears as though enabling logging is what is crashing srcds_i486 in my case. The backtrace isn't always the same, I often see it crash inside free() within glibc as well. Since I couldn't get any interesting information out of the core files I attached gdb to a running srcds and triggered a crash (eventually, this is not easily reproducible) and got the following information: (gdb) bt #0 0xf6d4a16b in CUtlBuffer::OnGetOverflow () from /srv/steam/dir1/l4d/bin/engine_i486.so #1 0xf6d4a1bd in CUtlBuffer::SeekGet () from /srv/steam/dir1/l4d/bin/engine_i486.so #2 0xf6b55b7e in CRConServer::RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #3 0xf6c7c172 in NET_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #4 0xf6c429d5 in _Host_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #5 0xf6c42e98 in Host_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #6 0xf6c4f892 in CHostState::State_Run () from /srv/steam/dir1/l4d/bin/engine_i486.so #7 0xf6c4fd88 in CHostState::FrameUpdate () from /srv/steam/dir1/l4d/bin/engine_i486.so #8 0xf6c4fe96 in HostState_Frame () from /srv/steam/dir1/l4d/bin/engine_i486.so #9 0xf6ce33e3 in CEngine::Frame () from /srv/steam/dir1/l4d/bin/engine_i486.so #10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from /srv/steam/dir1/l4d/bin
[hlds_linux] Left 4 Dead srcds_i486 server crash
All, Apologies for the long post, but I've been ripping my hair out over this for some time... I currently run 3 Left 4 Dead instances on a colocated server running Debian Lenny x86_64 with all the latest updates installed. The L4D servers all have the following installed: MetaMod:Source 1.7.1 SourceMod 1.2.3 SourceBans 1.4.4 HLstatsX CE Ingame Plugin 1.6.0 L4DSwitchPlayers 1.3 I run them with the following command-line arguments: -console \ -game left4dead \ -debug \ -pidfile /srv/steam/dir1/l4d/srcds.pid \ +ip ip +hostport 27015 \ +log on \ +logaddress_add ip:27500 The server.cfg looks like this: hostname server name rcon_password password sv_allow_wait_command 0 sv_alltalk 0 sv_alternateticks 0 sv_cheats 0 sv_clearhinthistory 0 sv_consistency 1 sv_contact email sv_downloadurl sv_lan 0 sv_region 255 sv_log_onefile 0 sv_logbans 1 sv_logecho 0 sv_logfile 0 sv_logflush 0 sv_logsdir logs sv_maxcmdrate 100 sv_unlag 1 sv_maxunlag .5 setmaster add 68.142.72.250:27011 setmaster add 72.165.61.189:27011 sv_steamgroup group id sv_steamgroup_exclusive 1 The crashes started when I installed HLstatsX:CE, which requires the SourceMod plugin, a perl daemon that connects to the servers, and the log on and logaddress_add parameters. Over the past week I've done the following: Removed the HLstatsX:CE plugin - still crashed Installed Left 4 Dead from scratch, using the above configuration (no plugins, vanilla) - still crashed Installed all the plugins from scratch on above vanilla L4D - still crashed of course Removed log on and logaddress_add from parameters (but kept plugin installed and daemon running) - did not crash So it appears as though enabling logging is what is crashing srcds_i486 in my case. The backtrace isn't always the same, I often see it crash inside free() within glibc as well. Since I couldn't get any interesting information out of the core files I attached gdb to a running srcds and triggered a crash (eventually, this is not easily reproducible) and got the following information: (gdb) bt #0 0xf6d4a16b in CUtlBuffer::OnGetOverflow () from /srv/steam/dir1/l4d/bin/engine_i486.so #1 0xf6d4a1bd in CUtlBuffer::SeekGet () from /srv/steam/dir1/l4d/bin/engine_i486.so #2 0xf6b55b7e in CRConServer::RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #3 0xf6c7c172 in NET_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #4 0xf6c429d5 in _Host_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #5 0xf6c42e98 in Host_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #6 0xf6c4f892 in CHostState::State_Run () from /srv/steam/dir1/l4d/bin/engine_i486.so #7 0xf6c4fd88 in CHostState::FrameUpdate () from /srv/steam/dir1/l4d/bin/engine_i486.so #8 0xf6c4fe96 in HostState_Frame () from /srv/steam/dir1/l4d/bin/engine_i486.so #9 0xf6ce33e3 in CEngine::Frame () from /srv/steam/dir1/l4d/bin/engine_i486.so #10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so #11 0xf78e9592 in ?? () #12 0xf6e6a9c8 in vec4_invalid () from /srv/steam/dir1/l4d/bin/engine_i486.so #13 0x0001 in ?? () #14 0xf6e738b8 in ?? () from /srv/steam/dir1/l4d/bin/engine_i486.so #15 0x008e9548 in ?? () #16 0xf7984334 in ?? () #17 0x in ?? () (gdb) bt full #0 0xf6d4a16b in CUtlBuffer::OnGetOverflow () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #1 0xf6d4a1bd in CUtlBuffer::SeekGet () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #2 0xf6b55b7e in CRConServer::RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #3 0xf6c7c172 in NET_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #4 0xf6c429d5 in _Host_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #5 0xf6c42e98 in Host_RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #6 0xf6c4f892 in CHostState::State_Run () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #7 0xf6c4fd88 in CHostState::FrameUpdate () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #8 0xf6c4fe96 in HostState_Frame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #9 0xf6ce33e3 in CEngine::Frame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #10 0xf6cdfcbd in CDedicatedServerAPI::RunFrame () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #11 0xf78e9592 in ?? () No symbol table info available. #12 0xf6e6a9c8 in vec4_invalid () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #13 0x0001 in ?? () No symbol table info available. #14 0xf6e738b8 in ?? () from /srv/steam/dir1/l4d/bin/engine_i486.so No symbol table info available. #15 0x008e9548 in ?? () No symbol table info available. #16 0xf7984334 in ?? () No symbol table info available. #17
Re: [hlds_linux] Left 4 Dead srcds_i486 server crash
/dedicated_i486.so #26 0xf78edcc6 in main () from bin/dedicated_i486.so #27 0xf78e6a08 in DedicatedMain () from bin/dedicated_i486.so #28 0x0804911d in main () This was gathered using the following: LD_LIBRARY_PATH=.:bin gdb --args ./srcds_i486 -console -game left4dead -debug -pidfile /srv/steam/dir1/l4d/srcds.pid +ip ip +hostport 27015 +log on +logaddress_add ip:27500 -fork +map l4d_hospital01_apartment set env MALLOC_CHECK=1 run Many thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Chris Boot bo...@bootc.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux